Tuesday, December 20, 2016

Star Wars Shiz: Star Ship Overview


Statistics

AC: Reflection of the ship's size, maneuverability, or its reinforced hull.

HP: When a ship's HP reaches 0 it is destroyed. All occupants are either killed, sucked into the vacuum of space, or both.

Shields: Many star ships have small energy fields surrounding them to serve as a limited protection from space, and weapons. Whenever a vehicle with shields takes damage, that damage is reduced a number (if only a single die) or a die (if multiple dice are rolled) equal to its current shield strength. When the shields take damage in this manner, their strength is reduced by 1 point. When they reach 0 dissipate, and need to recharge. Shields recharge after 5 rounds of no attacks, and recharge at a rate of 1 point per round.

Ex. A light transport has 2 shield points. It's attacked by a star destroyer fires at it for 4d10 damage, the shields would reduce the damage by 2 dice (since there are multiple dice rolled for this attack). This would reduce the shields to 1 point. The next attack from the same star destroyer would do 3d10, and reduce the shields to 0, at which point the ship would take a full 4d10 on the following attack. If the transport managed to dodge attacks, for 5 rounds the shields would start to regenerate.

Movement: Movement is only tracked/used while in combat situations. It's compared to other ship's movement when attempting to overrun, outrun, etc.

Targeting: Represents computerized targeting systems present on your vessel. Grants bonuses to attack rolls

Attack: Weapons. Unless their auto-firing, they require a person to use.

Modifications: many ships have extra features that don't come stock.




Star Ship Components

Movement Systems: Combat Thrusters, Hyperdrives, Maneuvering Jets, Navicomputer, Sub-Light Drive
Defense Systems: Armor, Jammers, Shields, Reinforced Bulkheads
Weapon Systems: Blaster Cannons, Missiles, Tractor beam
Accessories: Cargo Jettison System, Cargo Pods, Cloaking Device, Cryogenic Chambers, Docking Clamp, Escape Pods, Sensor Enhancements, Smuggler's Compartments



Combat Thrusters: Essential to any ship that participates in dog fighting -- Whether small fighters or smuggler's freighters, these tiny thrusters allow vessels to make complex maneuvers required to stay alive in the skies.

Hyperdrive: Widely considered the most important piece of technology in the modern age. Without them travel around the galaxy, even between planets could take an entire lifetime. The hyperdrive's power and capabilities are measured in numbers. The lower the number, the higher the performance. The best hyperdrive, ever recorded, was the .5 drive. However, due to its instability, and reliability (which is incredibly poor!) they have been made illegal in almost every situation. Military and government vessels use .75 drives. These are typically too expensive for the average galactic citizen to afford. Most low to mid-range ships are equipped with class 5 or 6 drives.
Depending on the drive, regular maintenance could be required on a weekly or even daily basis -- Consult your owner’s manual for further details.

Maneuvering Jets: Standard on pretty much all vehicles, regardless of function. These small jets allow fine control of the vessel while in orbit or while docking.

Sub-Light Drive: This is what makes your ship "go". Without it, the vessel wouldn't be able to move. Commonly available upgrades are available to allow the engine to draw from systems that aren't in use for additional power.

Armor: Additional heavy alloy plates, such as durasteel or duraplate, can be added to vessels to provide additional protection in firefights. Typically, these plates are bulky and obvious.

Jammers: Sensor arrays designed to block signals. Experienced techs can jam signals with a regular comm, however these don't last very long, or cover a wide range. More expensive systems can be installed to jam entire planets, even.

Shields: Shields protect the hull from damage, whether from attacks such as laser or torpedoes to asteroids and other collisions. An invaluable resource to those who plan on getting into trouble.

Reinforced Bulkheads: Similar to Armor, though mostly internal. These reinforcements can take up precious cargo space, but provide a lower external profile. Popular with smugglers who need to "fly casually".

Blaster Cannons: The most common weapon seen on star ships. Hundreds of varieties exist with an almost infinite modifications to go along with them. Commonly seen mods include additional barrels, ion capacitors, turret bases, point defense blasters, and docking guns.

Missiles: Like blaster cannons, missiles come in a variety as well. Such as, proton torpedoes, ion bombs, and shield busting units.

Tractor Beams: Simple mining vessels use these do move ores and other cargo about space. Expensive Military versions have been developed to rip ships out of hyperspace.

Cargo Jettison Systems: An "override" switch that when activated opens the cargo doors while sealing the rest of the vessel to release cargo into the void of space -- Don't be a litter bug.

Cargo Pods: Added to the exterior of a ship to provide additional cargo space. To many of these bulky, heavy pods can considerably slow a vessel down.

Cloaking Devices: Exclusively restricted to military vessels -- that doesn't stop the smugglers from trying to get their hands on them. "Cheap" models only block sensor scans, while the high-end ones actually bend the light around the ship causing it to be invisible.

Cryogenic Chambers: Invented before the hyperdrive to carry sentient beings in stasis over long periods of time, now mostly used for transporting livestock.

Docking Clamp: Allows vessels to dock to other vessels. Most passenger transports come equipped with these.

Escape Pods: By law, the base line models must have at least a short range comm system and a basic life support unit. More advanced models include maneuvering jets.

Sensor Enhancements: These include ways to prevent/mitigate jams, send encrypted messages, block transponder codes, etc.


Smugglers Compartments: Simply hidden compartments built into bulkheads, floors, or even ventilation shafts used to hide illicit goods.

No comments:

Post a Comment